Solitary by FuriousWitch

[raw]
made by FuriousWitch for LD 41 (JAM)

Solitary<em>Screenshot</em>base.png

Solitary<em>Screenshot</em>Forest.png

Solitary is about living in a post-apocalyptic world and trying to survive for as long as you can.

Sorry for the many bugs. This is the first time I use GameMaker and I only had two hours to learn it before the jam. So naturally, many things went wrong (I didn't even have the time to test it all together before I published). I will try to fix all the bugs one by one in sha' Allah.

Controls:

Use WASD/Arrows to move.

Use Space to interact with objects in your base.

Use Enter to move between scenes.

Note:

There are two scenes in the game; the first one is the house scene where you manage your resources and repair your wall, the second one is in the forest where you collect more resources and return to your home when you are done. You can move from the house scene, by pressing the Enter key, only after the night is over (when the enemies leave). You can move from the forest scene, by pressing the Enter key as well, whenever you have gathered enough resources.

Bugs Fixed: - Player's data is now accurately persistent and will no longer reset between scenes. - The Enter key will always switch scenes and will no longer ever restart the scene. - Enemies will no longer spawn after the day ends in the house scene. - The "items in bag" variable now updates the number of items correctly. - The player can no longer carry more than the maximum limit. - The catapult now shoots correctly, the damage and animation were not implemented though.(I intend to add these in a separate post-jam version in sha' Allah) - Added the game over screen (done after the jam just for the sake of clarification)

Acknowledgments:

Thanks for all the creative artists who share their assets freely for indies such as my self.

  • Zabin, Daneeklu, Jetrel, Hyptosis, Redshrike, Bertram --> https://opengameart.org/content/rpg-tiles-cobble-stone-paths-town-objects

  • daneeklu --> https://opengameart.org/content/lpc-farming-tilesets-magic-animations-and-ui-elements

  • patvanmackelberg --> https://opengameart.org/content/tileset-minimal-style-8x8-based-with-characters-included

  • Sharm, William.Thompsonj --> https://opengameart.org/content/lpc-dungeon-elements

  • yd --> https://opengameart.org/content/catapult

  • DENZI --> https://opengameart.org/content/denzis-16x16-orthogonal-tilesets

Thank you!

Ratings

Overall 1168th 2.521⭐ 26🧑‍⚖️
Fun 1163th 2.313⭐ 26🧑‍⚖️
Innovation 1159th 2.354⭐ 26🧑‍⚖️
Theme 1145th 2.438⭐ 26🧑‍⚖️
Humor 973th 1.955⭐ 24🧑‍⚖️
Mood 1100th 2.326⭐ 25🧑‍⚖️
Given 28🗳️ 17🗨️

Feedback

G4MR
26. Apr 2018 · 23:59 UTC
Interacting doesn't seem to work & if you sit there dying/starving nothing happens it continues to go negative to -69. Also wall hp just goes negative and nothing happens. Might have a few bugs there.
🎤 FuriousWitch
07. May 2018 · 23:41 UTC
@G4MR Thanks for your feedback. Fixed all the problems you mentioned along with other ones. Thanks again :)
Belga54
09. May 2018 · 12:15 UTC
I liked it even if there was plenty of bugs but it was cool 'cuz as I see this is your first time to make a game using GameMaker which is cool. I recommend not learning new tools during game jams or before two hours of the jam. Good Job! Wasili!
🎤 FuriousWitch
10. May 2018 · 15:40 UTC
@Belga54 Thank you, Belga. It wasn't really my choice to learn and use GameMaker for this game jam. Unfortunately my hard gave out very recently and I was initializing the laptop using a live windows flash drive and there were other problems so I couldn't install unity. So, you see, it was the only option if I wanted to participate in the jam which I did :)

Also, I don't really think it is a bad idea to learn something in a jam, actually a lot of people recommend that you use a jam as an opportunity to try something which you normally wouldn't try or didn't have the time to try in your everyday work time. The way I see it, I learned something new in a couple of days that I probably wouldn't try otherwise. So even though the game didn't turn out great, I still consider it a win for me :)
LooksLikeSomething
12. May 2018 · 09:43 UTC
It took me few minutes to understand that we couldn't repair walls unless we are standing in the purple zone and I stayed a long time before remembering that I could go out gather resources! ;)

If you ever want to rework it, I would suggest doing a tutorial and try to avoid as much as possible big written instructions, looks scary, for some reasons haha.
A clock or something to show how much night time remains could be a good add-on too, maybe.

Anyway, once you get it, the game is pretty cool to play.
As a game made with a tool you were not used to, you did a great job, congrats!
🎤 FuriousWitch
13. May 2018 · 08:25 UTC
@LooksLikeSomething Thank you so much for the kind words and the very constructive feedback :)

I will be sure to integrate your points in the post-jam version, if there was one :)
Crimson
14. May 2018 · 17:09 UTC
Nice game! For the first time using GameMaker this is great! It took me a while to realize I had to be standing in the circles to interact with objects in the base. I liked the fact that you have limited space in your bag so you have to be careful what you pick up. If I could add something it would probably be a visual indication when you can press enter to go exploring. Overall nice work!
🎤 FuriousWitch
14. May 2018 · 17:15 UTC
@Crimson Thank you for checking my game and for the kind words :)

I totally agree with you, the game very much needs player help and feedback. If I make a post-jam version I will be sure to make things clearer and easier for the player. Thanks again :)
lightsoda
14. May 2018 · 20:48 UTC
I thought you had to repair sections of the fence, but it seems like it's the whole thing, I also wish there was some way to drop items, since if you fill your bag with food for example, your out of luck getting more parts et.c. :thinking:
atridas
14. May 2018 · 20:49 UTC
Nice entry!

I understand it's hard to try a new tool while jamming. It's usually not recommended but I've done it a couple of times so I totally understand you!

The game is a bit hard to get and a bit unresponsive, you should work on giving feedback to the player when they interact with it.
🎤 FuriousWitch
14. May 2018 · 23:25 UTC
@lightsoda Thanks for checking out my game. Yes, my initial intention was to make every part of the wall independent but, unfortunately, with the time frame I had, I couldn't do it. I will make sure to add the drop feature in the post-jam version. Thanks for the tip :)
🎤 FuriousWitch
14. May 2018 · 23:28 UTC
@atridas Thanks for checking out my game. I agree with you that the feedback is minimal and If I make a post-jam version, I will make sure to give appropriate feedback to the player :)
BryceLTaylor
15. May 2018 · 01:49 UTC
Nice job. You got the core of the gameplay down, it just needs a few more features and it would be great. I really wish you could put things down, and I couldn't really tell when I needed food or water, if at all. One time it said I was thirsty, but it never happened again. And it never seemed like a good idea to use the catapults. I couldn't tell if they had any effect at all. It also became quite repetetive after the first day or two. Over all it's nice, though.
Brendo
15. May 2018 · 03:37 UTC
Seemed like my catapults weren't working, so I felt a bit helpless. But I really like the idea of going between collection and defense phases!
Unentokku
15. May 2018 · 08:35 UTC
The fact that I needed to have parts in my inventory when using stuff was unclear, might have been better if you could just use stuff directly from storage, speaking of which is there a way to put stuff into the storage? My inventory became full of food and water with no way to dump any of it to get parts.
Erkberg
15. May 2018 · 18:57 UTC
Hey there! This is a solid foundation for what could become a very interesting game, but it needs a lot more fleshing out to become playable. First of all it would be necessary for the catapults to have any effect at all, this could already change the game a lot for the better (some aiming mechanic would maybe be nice too). Secondly it felt a little tedious to pick and use the parts one by one. I see a lot of potential here for a neat combination of tower defense, survival and possibly more stuff like crafting or city management. At the moment though, the game is in a very rough state, but still impressive for having only began to learn the engine used. I'm curious to see if and how you develop this game further.

EDIT: What I meant with picking and using the parts one by one was not the bag size, but having to press space for every single one of them instead of being able to pick something like 10 parts at once :)
🎤 FuriousWitch
15. May 2018 · 19:36 UTC
@Erkberg Hey Erk, Thanks for checking this out and for the very helpful feedback. You always give me a very needed dose of inspiration+motivation :)

I had a lot of features slaughtered due to insufficient time, one of them was the catapult aim and fire feature and since I got a bug in its basic functionality I couldn't continue the rest of its features. But I hope to work on it later on in sha' Allah.

Secondly, you can pick multiple parts as long as you have space in your bag(you can carry 40 items).

I'll let you know if I decide to continue and again BIG THANKS :)
jusw85
15. May 2018 · 20:32 UTC
I feel the game could use a tutorial to ease the player into the game. I got a little lost when trying it out for the first time. Regardless, good effort!
🎤 FuriousWitch
10. Aug 2018 · 17:42 UTC
@bryceltaylor @brendo @unentokku @jusw85 Thanks guys very much for the helpful feedback :)